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Using aircraft carrier as base defense weapon?
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Bugjuice
GDI Hacker


Joined: 31 Aug 2013

PostPosted: Sun Jun 29, 2014 12:26 pm    Post subject:  Using aircraft carrier as base defense weapon?
Subject description: Somehow the planes did not land and reload properly :3
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Hi what's up? sorry my poor english Embarassed

Anyone here try to make this work before? I trying to built a base defense that will launches small drones that automatically engage the enemy within range, it works like a aircraft carrier.

But the problem is when the drones return to its parent building, it will try to land but as soon as it touched the ground it flew up again, and land again and it repeats, and it won't reload.

If this done correctly, the drones should have been disappears after landing, and launches again after reloaded. I don't know if this can be done but I tried, it must be something missing.

rulesmd

[DRONELAUNCHER]
UIName=Name:DRONELAUNCHER
Name=Soviet Drone Launcher
Adjacent=4
AIBasePlanningSide=1
Armor=concrete
BaseNormal=no
BuildCat=Combat
Prerequisite=NATECH
Primary=ShitLauncher
CanPassiveAquire=yes
Spawns=SMALLSHIT
SpawnsNumber=1
SpawnRegenRate=600
SpawnReloadRate=250
FireAngle=32
ToProtect=yes
Capturable=false
ClickRepairable=yes
Cost=3000
Crewed=no
DebrisAnim=Dbris3sm,Dbris4lg,Dbris4sm,Dbris6sm,Dbris7lg,Dbris7sm,Dbris8sm,Dbris10lg,Dbris10sm
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
IsBaseDefense=yes
MaxDebris=20
MinDebris=15
Owner=Russians,Africans,Confederation,Arabs,Yugoslavia,China,NorthKorea,Venezuela
Powered=yes
Sight=10
Strength=3000
TechLevel=4
AntiInfantryValue=25
AntiArmorValue=10
AntiAirValue=0


[SMALLSHIT]
UIName=Name:SMALLSHIT
Name=Little Shit
Primary=DronePoop
CanPassiveAquire=no
CanRetaliate=no
Strength=400
Spawned=yes
Category=AirPower
Armor=light
TechLevel=-1
Sight=4
RadarInvisible=no
Landable=yes
MoveToShroud=yes
PipScale=Ammo
Speed=15
PitchSpeed=1.1
PitchAngle=0
OmniFire=yes
Owner=British,French,Germans,Americans,Alliance,Japan,Australia,Russians,Africans,Confederation,Arabs,Yugoslavia,China,NorthKorea,Venezuela,YuriCountry,YuriFalk,YuriGreen,YuriPacific
Cost=10
Points=0
Ammo=2
ROT=3
Crewed=yes <----(I've noticed that if this is set to no, this unit will die when promoted)
ConsideredAircraft=yes
GuardRange=30
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
MaxDebris=4
MinDebris=2
IsSelectableCombatant=yes
VoiceSelect=
VoiceMove=
VoiceAttack=
VoiceFeedback=
DieSound=
CrashingSound=HornetDie
ImpactLandSound=GenAircraftCrash
Locomotor={4A582746-9839-11d1-B709-00A024DDAFD1}
MovementZone=Fly
ThreatPosed=20
DamageParticleSystems=SparkSys,SmallGreySSys
AuxSound1=IntruderTakeOff
AuxSound2=IntruderLanding
VeteranAbilities=STRONGER,FIREPOWER,ROF,FASTER
EliteAbilities=STRONGER,FIREPOWER,ROF,SIGHT,FASTER,SELF_HEAL
Fighter=yes
AllowedToStartInMultiplayer=no
ImmuneToPsionics=yes
PreventAttackMove=yes
DeathWeapon=DronePoop
DeathWeaponDamageModifier=.1


artmd

[DRONELAUNCHER]
Cameo=DRONELAUNCHERICON
Foundation=2x2
Height=4
NewTheater=yes
DamageFireOffset0=-5,40
DamageFireOffset1=-3,-3
CanHideThings=true
CanBeHidden=false
OccupyHeight=0
AltPalette=yes
Buildup=DRONELAUNCHERMK
DemandLoadBuildup=true
FreeBuildup=true

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Mig Eater
Defense Minister


Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Sun Jun 29, 2014 12:42 pm    Post subject: Reply with quote  Mark this post and the followings unread

It only works with buildings that have Foundation=1x1.

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Bugjuice
GDI Hacker


Joined: 31 Aug 2013

PostPosted: Sun Jun 29, 2014 1:08 pm    Post subject:   Reply with quote  Mark this post and the followings unread

Mig Eater wrote:
It only works with buildings that have Foundation=1x1.


Damn! it worked now...  Laughing  Laughing

You are the man bro.  Thank you

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deathreaperz
Commander


Joined: 20 May 2013
Location: Indonesia

PostPosted: Sun Jun 29, 2014 5:10 pm    Post subject: Reply with quote  Mark this post and the followings unread

too many cons if we use this:

Not support Infantry
Not support turrets
and more :3

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Humans were born for two things: to pray and be productive.


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deathreaperz
Commander


Joined: 20 May 2013
Location: Indonesia

PostPosted: Sun Jun 29, 2014 5:14 pm    Post subject: Reply with quote  Mark this post and the followings unread

and also when the vehicle will back to the spawner causes IE

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Bugjuice
GDI Hacker


Joined: 31 Aug 2013

PostPosted: Sun Jun 29, 2014 5:37 pm    Post subject:   Reply with quote  Mark this post and the followings unread

deathreaperz wrote:
too many cons if we use this:

Not support Infantry
Not support turrets
and more :3


Yeah kinda silly thing to do Laughing, I'll use some extremely small airpad as the so called carrier, and the hornets will be the "drones".. Laughing

And it will have some pretty ridiculous weapon range too, like 20 cell guard range.  It's like a alternative to Grand Cannon but at least this weapon doesn't do no harm to friendly unit as the hornet's weapon cells-spread is like .3..

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Bugjuice
GDI Hacker


Joined: 31 Aug 2013

PostPosted: Sun Jun 29, 2014 5:46 pm    Post subject: Reply with quote  Mark this post and the followings unread

deathreaperz wrote:
and also when the vehicle will back to the spawner causes IE


You sure? I'll try it out, but haven't have any problem with my "land carrier", a vehicle that spawns hornets, it has 2 hornets in it. Game haven't crashed since.

I'll hate to have the game crashes out on me Crying or Very sad, I've spend countless hours searching for the error that causing it to crash, 1 mod at a time.

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Graion Dilach
Defense Minister


Joined: 22 Nov 2010
Location: Iszkaszentgyorgy, Hungary

PostPosted: Sun Jun 29, 2014 6:23 pm    Post subject: Reply with quote  Mark this post and the followings unread

lol, a single spawner does not crash if properly coded. See the dozens of mods which actually had this working, like CW had a building, RedRes still has one, so on, so on...

_________________
"If you didn't get angry and mad and frustrated, that means you don't care about the end result, and are doing something wrong." - Greg Kroah-Hartman
=======================
Past C&C projects: Attacque Supérior (2010-2019); Valiant Shades (2019-2021)
=======================
WeiDU mods: Random Graion Tweaks | Graion's Soundsets
Maintainance: Extra Expanded Enhanced Encounters! | BGEESpawn
Contributions: EE Fixpack | Enhanced Edition Trilogy | DSotSC (Trilogy) | UB_IWD | SotSC & a lot more...

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Bugjuice
GDI Hacker


Joined: 31 Aug 2013

PostPosted: Sun Jun 29, 2014 6:52 pm    Post subject: Reply with quote  Mark this post and the followings unread

Graion Dilach wrote:
lol, a single spawner does not crash if properly coded. See the dozens of mods which actually had this working, like CW had a building, RedRes still has one, so on, so on...


The above setup worked great, I've built multiples, about 25 something, and have the AI player timed to paradrop every single minute, and watch that swarm of drones takes out those enemy like it was nothing lol. No IE so far.

But discovered some problem while in it, some random drone still failed to land on the spawner, it circle around the top. If you ignore it, it will circle the whole day until it gets killed.

To make it land I'll have to manually select a random target, so it will engage the enemy and return to spawner, second attempt always worked though.

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deathreaperz
Commander


Joined: 20 May 2013
Location: Indonesia

PostPosted: Sun Jun 29, 2014 8:08 pm    Post subject: Reply with quote  Mark this post and the followings unread

coz im not doing a single spawner :3. double. and btw WW's suck, never support infantry on this Spawner Logic

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Bugjuice
GDI Hacker


Joined: 31 Aug 2013

PostPosted: Sun Jun 29, 2014 8:35 pm    Post subject: Reply with quote  Mark this post and the followings unread

Fixed the landing problem, spawned object were flying too fast, speed reduced.

Do you mean something like the slave spawned by the slave miner?

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deathreaperz
Commander


Joined: 20 May 2013
Location: Indonesia

PostPosted: Sun Jun 29, 2014 8:52 pm    Post subject: Reply with quote  Mark this post and the followings unread

Landing problem? which tag did i miss??? :3

Yeah, like slaves, but slave logic was used to mine ores. What my plan to do is (actually the code was finished, because of spawner limited logic, it failed):

Guard towers will spot enemies and because of that spot, a guard/ maybe 2 guards will go outside the guard towers to attack them, and after the enemy terminated, those guards will return to the guard tower

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